While this conversion does make a few important mask fixes and adds some useful tiles, the new palettes are incredibly dull. Gone are the funky, psychedelic colors that defined the original set; this conversion replaces them with monochrome shades of blue/grey. They look decent on their own, but greatly detract from the theme of the set.
These levels vary vastly in quality. Dark Awakening and End of Hours are quite decent, whereas the rest are barely playable. Both of those two still feel quite claustrophobic though, and not very suitable for fighting in.
The advantage of this conversion is that you’ve added some new tiles here : raindrops, waterfalls, lake and hills… With this tileset I’m not getting stuck into the spikes.That’s OK.
As for the palettes- now there are less colors. The grownd is just gray, without any colored spots. It’s a bit dull, this way you’ve reduced the diversity of the palette…
love it
the updates on these old maps are great
Here are all your favourite JDC classics and all 3 editions of the most widely known level by blur called Security Breach packed up altogether. That’s all you need to have a fun-packed CTF party. Download very recommended!
Man I like the set, You made the best out of the tiles and combined them to a fitting industrial theme! The tileset is very easy to use and contains all necessary blocks (where i used to struggle sometimes). Additionally what probably speaks most for the set is that it is adopted frequently! You can find it a lot out there. This is the most professional combination of set parts I have seen. Good JOB BlurredD! A straight forward very functional good looking piece of work.
For what it is, a ten! (In comparison to all the other crap ;D)
my favourite tileset in jazz2 very-very good work :))
They made me write this message.
Personally, I think this tileset looks WAY too good to be a first ever tileset. but I’ll take your word for it, BlurredD.
Art Style:
Very good in all areas, although the pink version isn’t to my taste, not that that makes any difference. Gets a good 6.8
Diversity of Tiles:
This knows no bounds. Almost all of the tile groups have a different use, but all of them go well together. If you want a visual demonstration of this, look at the “Pride” level in Dreamscape. Nails a staggering 9.9.
Layer Management:
Odyssey doesn’t seem to acknowledge layer configurations all that much, which is downright handy when making levels, because it makes equally easy work of two or three layers for the main body as it does with seven. Configure whatever you please, and you’ll do well with any setting. Gets a potent 9.5.
Environment:
Blackraptor took full advantage of this. Yes, anything that goes in space will work, as will abandoned facilities. Odyssey does all of that, and there’s no end to the detail that it can feed into a level, although it is VERY hard to master. Kudos to those who can. I give this a 9.1.
Result:
Art Style – 6.8
Diversity of Tiles – 9.9
Layer Management – 9.5
Environment – 9.1
Total —> 8.825
Final Rating: 9
BlurredD holds nothing back as he unleashes the fury of the storms, jolly good thing Jazz has the ability to hide in the fortress, hm?
Art Style:
Subtle, it doesn’t scream “EYECANDY!” at you on first sight. It creeps up, but is just as good looking. I for one could never make a tileset anywhere near as good as that. This one claims a 7.5
Diversity of Tiles:
Hm, there is much to be desired here, but that’s not a problem to a skilled JCS’er. As for the clouds, though, I’ve never seen any other tileset that even comes close to doing that, and with WSF you get the double whammy of the advanced lightning effects. I just WISH that the rain was better done. Even after a slashing from the weak rain, it still gets a 6.8
Layer Management:
BlurredD never seems to have trouble with this. WSF can make levels look good regardless of layer configuration. Having chewed up the lesser tilesets, WSF takes a good 7.6 here.
Environment:
One of the few times I’d do a castle level, I’d choose this without any hesitiation. Most of the other castle tilesets can’t even hold a candle to this. This gets a solid 8.0
Result:
Art Style – 7.5
Diversity of Tiles – 6.8
Layer Management – 7.6
Environment – 8.0
Total —> 7.475
Final Rating: 7.5
(added in rating since it was accidentally left N/A. ~Violet)
BlurredD never ceases to amaze. This is the only tileset I know that is capable of transcending the almighty 7th Lava Fall.
Art Style:
This just proves how teamwork is such a powerful asset. Each part looks as amazing as the last. Grassy caves, stone castles, metal fortresses, all of them look so amazing. The whole tileset is a masterpiece. I give this a 8.6
Diversity of Tiles:
What a diversity we have here. A whole section of the tileset (the red letters and numbers) is capable of saying almost anything, especially in the hands of a good animator. The environments can be mixed and matched with impunity, and almost no part of the tileset shows any level of letting the whole thing down. Masterful, and worthy of a 9.2
Layer Management:
I wish there were more tilesets that could use just layers 3 and 4 for the main body of the level. That is such a rare thing to accomplish, but Desolation has held its own, even leaving 7th Lava Fall in a cloud of smoke. So many JCS’ers have proven the superiority of this tileset, again and again. I give a 9.6 to this part.
Environment:
The proficiency of this tileset knows no bounds here, mercilessly rivaling the versatility of even Phantasmagoria. There are almost no limits to the possibilities of this masterpiece in the hands of a skilled JCS’er, like BlurredD himself. This gets a 9.4.
Results:
Art Style – 8.6
Diversity of Tiles – 9.2
Layer Management – 9.6
Environment – 9.4
Total —> 9.2
Final Rating: 9.2
Teamwork makes all the difference.
I can’t remember the number of times I’ve mentioned how great this pack is.
Not a fan of the genre of music that “Apocalyptic End” uses, but that doesn’t lower the grade that it gets, what with all of that fire and lava.
“Intercity Grudge Match” is just spectacular. Not only does it use UT music, but the combination of BlurredD’s skill and the Desolation tileset makes it truly awe-inspiring.
I can say as much about “Dethroned” as I did with “Intercity Grudge Match”. Again, another amazing piece of work from BlurredD, and also proving that a person can produce a truly amazing result from one of their own tilesets. The same can be said for “E. Prime”.
Not many of the other levels jumped out at me as well as those, but they are no less awesome than the ones I’ve stated.
What we can see in this pack is the true capabilities of BlurredD, the brains behind JJ2+. I am aspiring to you, BlurredD. Your pack gets a 9.5 from me.
this must be featured
i dont know why it didnt become featured
This pack should be featured. Excellent.
This pack is awesome. I was playing these levels for a long time and I didn’t even know they weren’t released…now is time to rate them. Here you go with a nice 10,and keep making more awesome levels!
What the hell were I on when I wrote my last review?
A bit biased with the rating, but I don’t care. These are some of the best battle levels I’ve played for jj2 so far. Sfalls2 and E. Prime held up quite well through the years. E. Prime IS a classic!
This pack was surely made with patience as most of the levels in it have been there with us for years already. The oldest ones are from 2004, not sure which one is the oldest one but my bet is the ‘Grass Hill Citadel.’
The levels generally have a very high-quality eyecandy, although the oldest ones could also have a little more of it. Still, even if some levels aren’t as perfect visually, the gameplay and design is innovative and unique in each of the 10 levels. Yes, in each.
I can’t really find a level that I would hate inside this pack, although I find ‘Grass Hill Citadel’ the least awesome for my tastes. However, the pack also contains the massive ‘Apocalyptic End’, which is by far my favourite level in this pack, but it is also my favourite all-time battle level.
‘Apocalyptic End’ pretty much describes the level theme. It is a very complex level where you gain your strength progressively with fly-carrots involved. Fun fact is that the “level stats” are also progressive. The fly-carrots aren’t only a fun side-gimmick. Instead they are the main thing about this level, as they determine which areas/passages/pickups you can or can’t reach.
‘Action Attic v2’ is radically different from it’s precursor, basing it’s gameplay partly on pits, and wide roads and rooms.
‘Dethroned’ is the biggest level of the pack, and is influenced by Epic’s Battle3. While being the biggest level, it’s also the most complex one, giving enough room for even 32 players.
We all know ‘E.Prime’ kind of, don’t we? After those dozens of times it was played in JDC Events, the level should be familiar to almost everyone. But wait, it’s not actually the very identical E.Prime we know. A small change has been made. All the seeker ammo seems to have gotten replaced with RF-missile ammo. Also the Power-Up has been replaced with another RF Power-Up with a much slower respawn(there are now 2 of them.) While the opinion on this change is going to vary, I personally don’t mind it, since it surely reduces the amount of airhits in this level.
‘First Strike’ is a castle-level with a much more narrower gameplay compared to the other levels in the pack. Still the gameplay isn’t too platformy, and the level atmosphere is great.
‘Grass Hill Citadel’ is probably the oldest level in the pack, as I already said, and thus it also has the least innovative gameplay. But still, it is worth a try. The level is open, but not gigantic so even a duel could work in it perhaps.
‘Intercity Grudge Match’ has a unique pit-concept with a secret crate. There are many dangerous corridors and several more or less useful tubes.
In ‘Quick Death Valley’ you have to be quick or be dead literally. Someone could call this level “RF spamfest” but for me it’s a fun and action-packed skirmish level. The only ammo type you’ll find from this level is RF, yes. There is lots of space to shoot with your RF-missiles, but there is also a clear and easy-to-learn layout.
‘15 Second Rush’ is based upon a coin-concept. This level is probably a more unknown one to some players as it hasn’t been played much in JDC events and such. I have seen it a little in some public battle servers though. With a total of 50 coins, you can buy yourself a total of 15 seconds of time to rush on your opponents with a “nice godmode.”
The smallest level in the pack is ‘starlight falls II’, with a more simplistic but still interesting design. It used to be a popular duel level, ‘cause it was in a duel tournament mappool. Well, popular for a battle level. But also this level has changed in terms of pickups. The Seeker Power-Up was substituted with a Toaster one.
I know this level pack is worthy enough for an even more detailed review, but I wish not to reveal too much of it all myself. I rather wish you to find it out more by yourself. But I promise even if you haven’t seen even a few of the levels yet, you won’t be disappointed. BlurredD has put all the effort he got during all these years. Finally, the levels are in public. Download this, right now!
P.S. Awesome name for the pack by the way. SC2 now stands for two things to me. This pack, and StarCraft 2. ;)
SJ
Generally polished through and through, SC2 promises consistent, long term enjoyment. These levels, being familiar to most by now, have a lasting legacy, particularly in JDC events. The fact that these levels are still just as playable as ever says a lot.
A decent old level pack what is still good. All the levels have a unique yet satisfying layout with enough detail for eyecandy. I've spent at least 1 day in my life playing all these levels during a JDC or bash.
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